Armadillo, Giant

Family: Armadillo

Small beast, unaligned

Armor Class 12 (natural armor)
Hit Points 10 (3d6)
Speed 25 ft., burrow 15 ft.

12 (+1) 8 (-1) 10 (+0) 2 (-4) 10 (+0) 6 (-2)

Senses darkvision 60 ft., passive Perception 10
Challenge 1/4 (50 XP)


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  • Tuck In. The giant armadillo tucks its entire body into its shell, forming an armored ball. While in this form, it moves by rolling around, it has resistance to bludgeoning, piercing, and slashing damage, and it can’t take the Attack action or burrow. The giant armadillo can return to its true form as a bonus action.


Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing.

These creatures are generally placid and seek to avoid conflict whenever possible.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page